The Tao of Gaming

Boardgames and lesser pursuits

Now that the Prosperity Card List is Out…

…does anyone want to explain why it’s the best Dominion evar? (List here).

(I’m looking at you, Lou).

I mean, I’m certainly buying it, although I’ll have to rethink how I’m packing Dominion (Binder for Kingdom cards, 500 card count plastic box for randomizers/basic cards/counters). I’ll need a bigger box for the base stuff.

Advertisements

Written by taogaming

August 5, 2010 at 7:50 pm

Posted in Open Thread

4 Responses

Subscribe to comments with RSS.

  1. Configurations of Dominion cards are interesting when it’s unclear how valuable the various options are.

    Most Dominion setups feature Gold/Provinces as the dominant factor, and this commonality can make evaluating the other cards easier for experienced players. Cards that significantly change this dynamic (like Gardens, Swindlers, Saboteurs, Vineyards, or Ironworks, for example) can shake up those values a lot. This effect is generally interesting and adds nice variety, although the other effects of those cards (generally, making everyone’s deck crappier) can be irritating.

    Prosperity shakes things up while making peoples’ decks BETTER. That’s fun all around!

    Sean McCarthy

    August 5, 2010 at 8:33 pm

  2. I just use one box and the DIY dividers on BGG (basically splits the box into 3 columns). Still room for another expansion or two in there…. Of course, it is a HEAVY box.

    Jon W

    August 6, 2010 at 9:13 am

  3. I know nothing of Dominion, but Eric Martin’s a fan and he just gave his reasons in his preview of the expansion on Boardgame News.

    Larry Levy

    August 6, 2010 at 10:22 pm

  4. As requested. I played 4 games of Prosperity at the Gathering with Dale and Andrea, so I certainly haven’t played the 50 that Eric did in his review, but our conclusions are the same. Here are my main reasons.

    First is the numbers 6, 7, 9. Up to now in Dominion, those are almost always Gold, Gold, Province. In prosperity there are multiple good (often great) 6 and 7 cost actions. And for 9 you can now get Platinum, a 5 value Treasure. The change on those three price points is dramatic in opening up new decision making, and in changing the way that you think about money in your deck. Copper (and even Silver) become much more punitive when you are trying to not just get to 8, but to get beyond it.

    Second is the Colony and the VP chips. My least favorite thing about 2-player Dominion is the race for the provinces. Knowing early on that the game will end because of Provence exhaustion, and knowing exactly who is ahead at any time, can become boring. With Prosperity, the Colony (11 cost, 10VP) changes that equation greatly. If you can get to 11, not only do you get a great VP card, but you increase the length of the game because there is another Province left to be bought. Similarly the VP chips offer a mechanism to increase your score without slowing your deck at all, which offers another way to deviate from a Province rush strategy.

    Third, wicked powerful new 7-cost actions. The King’s Court, come on! 3x of an Action. The possibilities are endless. Forge, trash as many cards as you want to get exactly 1 card with the total cost. It’s almost a perfect superset of the chapel, and it allows you to step your deck up to more powerful cards as the game goes on. Expand, a Remodel where the new card costs 3 more. I had a turn in one game where I played King’s Court, Expand, and turned Gold, Gold, Province, into Platinum, Platinum, Colony. I lost, but cool.

    Fourth, new Treasure based strategies. Earlier expansions have had lots of cards that combo off Action cards. Prosperity has those combos with Treasures. One fascinating game saw Andrea buy nothing but Treasure cards. This was mainly driven by the Bank (a Treasure card), which is worth 1 for each Treasure in play. In combination with Venture, a Treasure that has you play another Treasure, the Bank was often worth 5 or 6. She didn’t start buying VP cards until a couple of turns after everyone else, but then it was Colony, Colony, Colony, Colony. I’d never seen an effective action-less deck before.

    So, in conclusion, unlike other expansions that have offered new mechanisms, and cool new actions, Prosperity feels like it offers a completely new, more complicated, game. With Colony and Platinum in play, long term planning is more rewarded than ever. With the Colony deck, it is more likely that the game ends through 3 decks being exhausted, which I, at least, always find a more interesting, and fun to manipulate, way of having the game end. With the new 6 and 7 cost actions, the continuum of useful price points is greatly extended. To put it another way, after playing Seaside the first couple of times I thought, “This is cool, I like the duration idea, I’ll get this” After my first plays of Alchemy I thought, “Disappointing. Not enough new cards, and too many of the mechanisms are slow (Philosopher’s Stone, Golem). Skip.” After Prosperity I though, “Okay, now I don’t want to play regular Dominion any more because this was just so much more fun.”

    Lou W

    August 7, 2010 at 10:11 am


Comments are closed.

%d bloggers like this: